Borderlands Wiki
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As with many shooters and RPGs, a '''critical hit''' is an attack that hits a target's weak point, dealing extra damage. Nearly all enemies in the Borderlands have at least one critical hit point, and it is recommended that players find and aim for them. The bonus damage done is determined by many factors, including the weapon used, the critical hit point on the enemy, and the player's skills and abilities. Some select enemies, such as [[Crystalisk]]s, cannot take damage except from critical hits.
==Description==
 
As with any RPG game, a critical hit is an attack that hits a weak point in the target and is thus considered lethal, giving it extra damage, nearly all enemies in the Borderlands have at least one critical hit point, and is recommended that players find and aim for said targets. 
 
==Weapon Damage Calculation==
 
   
 
==Weapon Damage Calculation==
Critical hits multiply the weapon's [[damage]] by two factors: first, the critical multiplier of the weapon type; second, the sum of all bonuses to critical hit damage (usually from abilities, but also from sniper rifles and a few weapon parts).
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Critical hits multiply the weapon's [[damage]] by the sum of all bonuses to critical hit damage (usually from abilities, but also from sniper rifles, weapon prefixes, and certain unique weapons), and also a critical multiplier determined by the weapon type.
:''CriticalDamage'' = ''CardDamage'' × ''CriticalMultiplier'' × ''BaseBonus''
 
  +
CritDamage = Damage × Multiplier × (100% + BaseBonus) / (100% + CritPenalty)
:''CriticalMultiplier'' = ''Weapon Type Multiplier'' + ''Weapon Barrel Multiplier''
 
 
Weapons with the effect "Deals [[Elemental Damage#Bonus Elemental Damage|Bonus Elemental Damage]]" apply their bonus damage ''after'' the critical hit damage is calculated. Therefore bonus elemental damage is not multiplied on a critical hit.
:''Base Bonus'' = 100% + ''Weapon Type Bonus'' + ''Weapon Prefix Bonus'' + ''Skill Bonuses''
 
Weapons with the effect "Deals [[Elemental Damage#Bonus Elemental Damage|Bonus Elemental Damage]]" apply their bonus damage ''after'' the critical hit damage is calculated. That is: bonus elemental damage is not multiplied on a critical hit.
 
   
 
{| class="borderlands"
 
{| class="borderlands"
 
|-
 
|-
! Bonus Source !! Critical multiplier !! Base bonus
+
! Bonus Source !! MultiplierBonus
  +
(Multiplier)
  +
!! BaseBonus!! CritPenalty
 
|-
 
|-
| colspan="3" align="center"| Bonus From Weapon Type
+
| colspan="4" align="center" | Baseline critical bonuses
 
|-
 
|-
| Shotguns || ×2 || +0%
+
| Shotguns || +0% (x2)|| 0% || 0%
 
|-
 
|-
| Shotguns ([[Jakobs]]) || ×2.3 || +0%
+
| Shotguns ([[Jakobs]]) || +15% (x2.3)|| 0% || —
 
|-
 
|-
| Assault rifles || ×1.<span style="text-decoration:overline">6</span> || +0%
+
| Assault rifles || +0% (x2)|| 0% || 20%
 
|-
 
|-
| Assault rifles (Jakobs) || ×2.3 || +0%
+
| [[Hail]] || +0% (x2)|| 200% || 20%
 
|-
 
|-
| Sub-machine guns || ×2 || +0%
+
| Assault rifles (Jakobs) || +15% (x2.3)|| 0% ||—
 
|-
 
|-
| Pistols || ×2 || +0%
+
| Assault rifles (E-Tech) || +0% (x2)|| 0% || 70%
 
|-
 
|-
| Pistols (Jakobs) || ×2.5 || +0%
+
| Sub-machine guns || +0% (x2)|| 0% || —
 
|-
 
|-
| Sniper rifles || ×2 || +100%
+
| Pistols || +0% (x2)|| 0% || 0%
 
|-
 
|-
| Sniper rifles (Jakobs) || ×2 || +160%
+
| Pistols (Jakobs) || +25% (x2.5)|| 0% || —
 
|-
 
|-
  +
| Sniper rifles || +0% (x2)|| 100% || 0%
| colspan="3" align="center"| Bonus From Weapon Barrel
 
 
|-
 
|-
| [[Hyperion]] Pistol barrel || +0.15 || —
+
| Sniper rifles (Jakobs) || +0% (×2) || 160% || —
 
|-
 
|-
  +
| Sniper rifles (E-Tech) || +0% (x2) || 100% || 100%
| colspan="3" align="center"| Bonus From Weapon Prefix
 
 
|-
 
|-
 
| colspan="4" align="center" | Modifiers
| "Critikal Hit" Shotgun || — || +50%
 
 
|-
 
|-
| "Critical" Shotgun || — || +50%
+
| Pistol with [[Hyperion]] barrel || +7.5% (+0.15)|| — ||
 
|-
 
|-
| "Doc's" Shotgun || — || +50%
+
| "Critikal Hit" Shotgun prefix || — || +50% || —
 
|-
 
|-
| "Royal" Shotgun || — || +50%
+
| "Critical" Shotgun prefix || — || +50% || —
 
|-
 
|-
| "Juicy" Shotgun || — || +50%
+
| "Doc's" Shotgun prefix || <span style="font-weight:normal;"></span> || +50% || —
 
|-
 
|-
| "Night" Sniper Rifle || — || +20%
+
| "Royal" Shotgun prefix || <span style="font-weight:normal;"></span> || +50% || —
 
|-
 
|-
| "Venture" Sniper Rifle || — || +20%
+
| "Juicy" Shotgun prefix || <span style="font-weight:normal;"></span> || +50% || —
 
|-
 
|-
| "Tumtum" Sniper Rifle || — || +20%
+
| "Night" Sniper Rifle prefix || — || +20% || —
 
|-
 
|-
| "Gentleman's" Sniper Rifle || — || +20%
+
| "Venture" Sniper Rifle prefix || — || +20% || —
 
|-
 
|-
| "Razrez" Sniper Rifle || — || +20%
+
| "Tumtum" Sniper Rifle prefix || — || +20% || —
  +
|-
  +
| "Gentleman's" Sniper Rifle prefix || — || +20% || —
  +
|-
  +
| "Razrez" Sniper Rifle prefix || — || +20% || —
 
|}
 
|}
  +
All critical damage bonuses from skills, class mods, and Badass Ranks are added to the Base Bonus. Krieg's [[Pain is Power]] is added to the Critical Penalty.<sup><ref>[http://forums.gearboxsoftware.com/t/guide-critical-hit-bonus-sources-bl2-version/617954 <nowiki>[Guide]</nowiki> Critical hit bonus sources (BL2 version)]</ref></sup>
  +
  +
=== Example ===
 
If [[Zer0]] has five ranks in [[Headsh0t]] (+20% Critical Hit Damage) and is using a [[Jakobs]] sniper rifle that is listed as dealing 150 damage, then a critical hit will deal:
  +
CriticalDamage = 150&nbsp;× 2&nbsp;× (100%&nbsp;+ 160%&nbsp;+ 20%)
  +
CriticalDamage = 150&nbsp;× 2&nbsp;× 2.8
  +
CriticalDamage = '''840'''
  +
If the same Zer0 uses a Vladof assault rifle listed with 150 damage, then a critical hit will deal:
  +
CriticalDamage = 150&nbsp;× 2 × (100% + 20%)&nbsp;/ (100% + 20%)
  +
CriticalDamage = 150&nbsp;× 2 × 1.2&nbsp;/ 1.2
  +
CriticalDamage = '''300'''
   
  +
=== Gunzerking ===
''Example: If [[Zer0]] has five ranks in [[Headsh0t]] (+20% Critical Hit Damage) and is using a [[Jakobs]] sniper rifle (+160% Critical Hit Damage) that is listed as dealing 150 damage, then a critical hit will deal 150&nbsp;× 2&nbsp;× (100%&nbsp;+ 160%&nbsp;+ 20%)&nbsp;= 150&nbsp;× 2&nbsp;× 2.8&nbsp;= '''840''' damage before being modified by elemental effects.''
 
  +
When [[Gunzerking]], Salvador will stack the Multiplier Bonuses, the Base Bonuses, and the Critical Penalties from both guns. As a result, if Salvador holds the [[Lady Fist]] in his off hand, the gun in his main hand will also receive the +800% Base Bonus increase. Conversely, if one gun is an non-Jakobs assault rifle, both guns will receive the critical damage penalty.<ref>[https://web.archive.org/web/20150405235142/http://oldforums.gearboxsoftware.com/showthread.php?t=340439 Critical Damage Stacking (archive)]</ref>
   
 
==Weapon Description==
 
==Weapon Description==
When a weapon card says "''+X% Critical Hit Damage,''" that value indicates the total increase.
+
When a weapon is affected by several critical damage variables, the "Critical Hit Damage" bonus listed on its card may not accurately represent the critical damage output.
   
  +
=== Examples ===
For example, a Jakobs sniper rifle that says "''+180% Critical Hit Damage,''" means the ''total'' increase is 180%, not 180% on top of the 160% Base bonus that all Jakobs sniper rifles have.
 
  +
*A sniper rifle with "''+120% Critical Hit Damage''" on the card refers to the sum of the 100% base bonus for sniper rifles and the 20% bonus from the weapon prefix. Normally, sniper rifles omit this description, so players should note that +120% (+180%) refers to the ''total ''base bonus, ''not'' +120% on top of the sniper rifle's base bonus.
 
A non-Jakobs pistol that says "''+8% Critical Hit Damage''" is reflecting the increase from a Hyperion barrel. The total multiplier of 2.15 corresponds to an effective increase of 7.5% (rounded to 8%.) The weapon doesn't have a critical hit Base bonus like one would get from sniper rifles, skills, class mods, etc.
+
**Likewise, a Jakobs sniper rifle with "''+180% Critical Hit Damage''" on the card refers to the sum of the 160% base bonus for Jakobs sniper rifles and the 20% bonus from the weapon prefix. Normally, sniper rifles omit this description, so players should note that +180% refers to the ''total ''base bonus, ''not'' +180% on top of the sniper rifle's base bonus.
  +
*A pistol with "''+8% Critical Hit Damage''" on the card refers to the +7.5% Multiplier Bonus from a Hyperion barrel, which brings the overall multiplier to x2.15. The weapon doesn't have a built-in Base Bonus like one would get from sniper rifles, skills, or class mods.
[[Category:Gameplay]]
 
  +
**Likewise, a Jakobs pistol with "''+33% Critical Hit Damage''" refers to the sum of the +25% Multiplier Bonus for Jakobs pistols and the +7.5% Multiplier Bonus from a Hyperion pistol, bringing the overall Multiplier to x2.65. The weapon doesn't have a built-in Base Bonus like one would get from sniper rifles, skills, or class mods.
[[Category:Mechanics]]
 
   
 
==Melee Damage Calculation==
 
==Melee Damage Calculation==
 
Critical hits in melee inflict ×2 damage. Weapon or skill critical hit bonuses do not increase this any further. However, the penalty from [[Pain is Power]] will still apply.<ref>[http://forums.gearboxsoftware.com/t/pain-is-power-discussion/523001 Pain is Power discussion]</ref>
  +
  +
== References ==
  +
<references />
   
  +
[[ru:Критическое попадание#Borderlands 2]]
Critical hits in melee inflict ×2 damage. Weapon or skill critical hit bonuses do not increase this any further.
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 00:31, 16 August 2019

As with many shooters and RPGs, a critical hit is an attack that hits a target's weak point, dealing extra damage. Nearly all enemies in the Borderlands have at least one critical hit point, and it is recommended that players find and aim for them. The bonus damage done is determined by many factors, including the weapon used, the critical hit point on the enemy, and the player's skills and abilities. Some select enemies, such as Crystalisks, cannot take damage except from critical hits.

Weapon Damage Calculation

Critical hits multiply the weapon's damage by the sum of all bonuses to critical hit damage (usually from abilities, but also from sniper rifles, weapon prefixes, and certain unique weapons), and also a critical multiplier determined by the weapon type.

CritDamage = Damage × Multiplier × (100% + BaseBonus) / (100% + CritPenalty)

Weapons with the effect "Deals Bonus Elemental Damage" apply their bonus damage after the critical hit damage is calculated. Therefore bonus elemental damage is not multiplied on a critical hit.

Bonus Source MultiplierBonus

(Multiplier)

! BaseBonus CritPenalty
Baseline critical bonuses
Shotguns +0% (x2) 0% 0%
Shotguns (Jakobs) +15% (x2.3) 0%
Assault rifles +0% (x2) 0% 20%
Hail +0% (x2) 200% 20%
Assault rifles (Jakobs) +15% (x2.3) 0%
Assault rifles (E-Tech) +0% (x2) 0% 70%
Sub-machine guns +0% (x2) 0%
Pistols +0% (x2) 0% 0%
Pistols (Jakobs) +25% (x2.5) 0%
Sniper rifles +0% (x2) 100% 0%
Sniper rifles (Jakobs) +0% (×2) 160%
Sniper rifles (E-Tech) +0% (x2) 100% 100%
Modifiers
Pistol with Hyperion barrel +7.5% (+0.15)
"Critikal Hit" Shotgun prefix +50%
"Critical" Shotgun prefix +50%
"Doc's" Shotgun prefix +50%
"Royal" Shotgun prefix +50%
"Juicy" Shotgun prefix +50%
"Night" Sniper Rifle prefix +20%
"Venture" Sniper Rifle prefix +20%
"Tumtum" Sniper Rifle prefix +20%
"Gentleman's" Sniper Rifle prefix +20%
"Razrez" Sniper Rifle prefix +20%

All critical damage bonuses from skills, class mods, and Badass Ranks are added to the Base Bonus. Krieg's Pain is Power is added to the Critical Penalty.[1]

Example

If Zer0 has five ranks in Headsh0t (+20% Critical Hit Damage) and is using a Jakobs sniper rifle that is listed as dealing 150 damage, then a critical hit will deal:

CriticalDamage = 150 × 2 × (100% + 160% + 20%)
CriticalDamage = 150 × 2 × 2.8
CriticalDamage = 840

If the same Zer0 uses a Vladof assault rifle listed with 150 damage, then a critical hit will deal:

CriticalDamage = 150 × 2 × (100% + 20%) / (100% + 20%)
CriticalDamage = 150 × 2 × 1.2 / 1.2
CriticalDamage = 300

Gunzerking

When Gunzerking, Salvador will stack the Multiplier Bonuses, the Base Bonuses, and the Critical Penalties from both guns. As a result, if Salvador holds the Lady Fist in his off hand, the gun in his main hand will also receive the +800% Base Bonus increase. Conversely, if one gun is an non-Jakobs assault rifle, both guns will receive the critical damage penalty.[2]

Weapon Description

When a weapon is affected by several critical damage variables, the "Critical Hit Damage" bonus listed on its card may not accurately represent the critical damage output.

Examples

  • A sniper rifle with "+120% Critical Hit Damage" on the card refers to the sum of the 100% base bonus for sniper rifles and the 20% bonus from the weapon prefix. Normally, sniper rifles omit this description, so players should note that +120% (+180%) refers to the total base bonus, not +120% on top of the sniper rifle's base bonus.
    • Likewise, a Jakobs sniper rifle with "+180% Critical Hit Damage" on the card refers to the sum of the 160% base bonus for Jakobs sniper rifles and the 20% bonus from the weapon prefix. Normally, sniper rifles omit this description, so players should note that +180% refers to the total base bonus, not +180% on top of the sniper rifle's base bonus.
  • A pistol with "+8% Critical Hit Damage" on the card refers to the +7.5% Multiplier Bonus from a Hyperion barrel, which brings the overall multiplier to x2.15. The weapon doesn't have a built-in Base Bonus like one would get from sniper rifles, skills, or class mods.
    • Likewise, a Jakobs pistol with "+33% Critical Hit Damage" refers to the sum of the +25% Multiplier Bonus for Jakobs pistols and the +7.5% Multiplier Bonus from a Hyperion pistol, bringing the overall Multiplier to x2.65. The weapon doesn't have a built-in Base Bonus like one would get from sniper rifles, skills, or class mods.

Melee Damage Calculation

Critical hits in melee inflict ×2 damage. Weapon or skill critical hit bonuses do not increase this any further. However, the penalty from Pain is Power will still apply.[3]

References